

andyc
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Everything posted by andyc
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Well I gave them a very detailed explanation (with in headset screenshots) pointing out in my field of view and where the center of my eye line was. Also pointing out that in my vision I could see what i believe to be part of the face guard - which it shouldn't be - so it is as though the whole thing is shifted up. I also notice a similar problem with the free uh60 mod with its head up display (although not as bad) - so i think there is clearly some in build projection code they all using. i have tried fiddling with repositioning the headset without any luck or it becoming very uncomfortable not practical. So it definitely does need fixing. I was hoping (ha) that it might been part of the next ah64d update. Not sure if its open for everyone to read but here's a link to my ticket https://www.digitalcombatsimulator.com/en/support/151979/ I might see if i can follow up on it and see if devs even have it on their radar Actually @BIGNEWY is it possible to find out - given its clearly affecting a lot of people if the devs have even looked into this yet ?
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thanks - yeah i soon found out i had multiple controlls all doing pitch and yaw ! sorted all that - just very twitchy when initially taking off...
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I logged a formal ticket over this - i have a quest 3 as well. I explained (with screenshots) that the projection of IHADSS is too high up in the view. @BIGNEWY I just saw the news today saying next patch release is ah64 related re fcr etc - any chance of finding out whether this issue has also been resolved ? If not can we confirm its with the devs and they have it on their todo list - cost its blinking annoying !!
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any one got any axis tunning recommendations ? I am using thrustmaster warthog for cyclic and collectve and crosswind v3 for rudder... its way too twitchy - added plus 8 so far to all the axis...
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so the aircraft getting stuck on take off is clearly an ordering thing. Question what is the difference between "taking off on ramp" and "taking off from parking hot" ?
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@beldin just been testing invincible with your update - the aircraft positions look great re side of ship now - however just thought i would mention a couple things i've noticed that if you put down say 9 aircraft, then after 1st one takes off the 2nd can't manouvre out past the aircraft in front and it gets stuck waiting for space. Also on landing the first 2 aircraft land fine but when the 3rd aircraft parks up it collides with the second one and catches fire and is then removed, problem is all subsequent aircraft then also try to park in the same spot and collide until the game removes the 2nd aircraft parked up - see pic (3rd aircraft is the bottom one). Also i assume its a game thing that when aircraft parks it flips it 180 degrees after its reversed up ? I'll send a pic so you can see what i mean about aircraft stuck - i might simply be putting too many down...
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does this require the flaming cliffs add on pack to be able to fly 1st person ?
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hmmm so you saying that the fuel load affects stopping distance ? which does make some sense, but the landing spot is almost half way down the ship (ignoring the ramp section) which also seems wrong to me ? need to see if there's any videos of where they land in real world. the problem is if i go lower than 70% it does a vertical take off and i want it using the ramp...
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so just been doing some testing - a clean f35b ie no weapons, will take off using the ramp, do 1 circuit and land vertically with 70% fuel. If I go to 71% it lands using rolling landing and goes straight off the end of the ship as per pics i sent earlier. So at this point there's nothing else i can adjust to stop that happening - only thing i can see is to move the landing spot rearward...
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interesting. I was playing with the av-8b on the carrier as well. Now the 1st 8 planes did a rolling landing, then number 9 decided to land right infront of the ramp. and then the remaining 8 or so also then did veritcal landings - all where identical interms of no weapons and fuel load - now of course number 9 and the rest had been flying around a bit longer waiting for the 1st 8 planes to land - although of course they was also waiting to take off... so you would thought fuel usage would been similar. I assumed that after number 9 blocked the ramp the rest decided they had to land vertically but then maybe not i've seen ai planes land ontop of each other... I am sure i saw somewhere in the me the ability to say prefer vertical landing... i will have to have another look... will have a play... however does your runnway mod determine the landing point for aircraft ? ie can it be moved back further aft to give em time to land slow down before ramp and return to parking spot ?
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@Beldin just trying out the vsn f35b mod - and set the aircraft to launch - all good, they then return to ship and do a rolling vertical landing (I've not set any waypoints at all), however they run out of deck - go through the ski ramp and drop off the end of the ship. Not sure if thats related to your runways mod ?? ie landing point to far along deck ? they touch down on the dark grey patch on the ship. Do you know if its possible to change behaviour to prefer vertical landing - sure i saw that somewhere... something like prefer vertical landing... couple screen shots...
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is that the only download option ? says downloads limited due to high download traffic
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shouldn't this thread be under ai / static mods ? none are flyable right ?
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no not going mad - the razbom is hms invincible r05 in the menu and t-pap is just hms-invincible. t ok - so looks like t-paps invincible model was actually being used even with the sa assets one - having moved t-paps out of the way - the model looks visibly different. So its no hitting the super structure but it is parked where the life raft canisters are - and wheels slightly off the deck (being a bit picky here) but thought let you know, guess its where deck curves slightly - see screenshots...
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let me double check incase i've got the sa invincible confused with t-paps lol - i did put the runway you made in the dcs install folder...
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quick update - the invincible update doesn't appear to work with t-pap's invincible - selecting slot 1/2/3/4 and putting all aircraft down - they all spawn on spot 1. Works fine with the invincible from assets pack. I did spot you have one aircraft positions with one wing in the superstructure - see pic.
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@beldin the file name for qe carrier is that supposed to exactly match the filenames in the mod ? as it looks nothing like @joey45 file name and is almost identical to t-pap's ? @joey45 I note you liveries folder seems to be outside of the path of the model itself ? therefore does liveries go in saved/games/dcs/ or do i simply put in in mods/tech/hms qe r08 stolv ? joey45 called his HMSQER98stovlTestRunwaysAndRoutes.lua t-pap called his - HMS_QERunwaysAndRoutes.lua which matches your name apart from the HMS bit. Does it matter would it work with both mods ?? Would your invincible one work with t-pap illustrious / invincible mods ? note illustrious hasn't got the sea dart so i guess it means it would be missing a parking spot or two ? I'm gonna try it on both mods re the runways @Beldin
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@joey45 is the QE carrier still available for download ? I cna't find a link for it. I assume this isn't the same one t-pap released ?
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
andyc replied to Admiral189's topic in Static/AI Mods for DCS World
might work for the lcvp on the albion class though if we could animate the landing craft launching mechanism as they go over the side like helicopter does -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
andyc replied to Admiral189's topic in Static/AI Mods for DCS World
is that a scimitar in the fornt on that bottom pic ? if so where's that from ? would this amphib update also include a RN Bay Class ?? -
ok so thanks for the explanation - is there any way round the problem when placing planes ? and thanks for the update in the lua's...
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@Beldin what do you mean by "When using runway spots you must reset the aircraft's take off order." - How exactly do you do that ? Also as you have worked your magic on this - I don't suppose you fancy taking a look at @T-Pap 's HMS Illustrious - AI aircraft seem to all select the same take off spot when selecting 1/2/3/4 as start point - or at least 2 of them do. When taxi'ng the left undercarriage wheel on harrier hangs off the port side of the runway
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the current hand tracking offset in vr tab sets both hands to the same offset. Can I request the ability to be able to set left and right set independently. I find the right hand can be on the stick or cyclic but the left hand is no where near the collective or throttles. @BIGNEWY is there a way to raise this via support ticket ? I couldn't see an option for request for enhancement ?
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DCS Super Hercules mod by Anubis
andyc replied to Eight Ball's topic in Flyable/Drivable Mods for DCS World
this mod is great - why isn't this thread though under the flyable mods section of the forum ? only found this by accident ?? -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
andyc replied to Admiral189's topic in Static/AI Mods for DCS World